Techniques for Balancing Procedurally Generated Content

We all love procedural generation! A little bit of randomness goes a long way in keeping a game fresh and unexpected. But this unpredictability can also make the designer’s job more difficult – how do we ensure that randomised elements don’t throw off our game’s balance? Over the years, Roguelike designers have developed many ways […]

Keep reading

A Mechanical Review of The Witchwood (Hearthstone)

Hearthstone’s eighth expansion, The Witchwood, was released just last week. It has some fresh and interesting ideas, from a game design perspective, so I thought I’d write a mechanical review of the new set. Let’s jump right into it. Rush The Witchwood added 2 new mechanics to the game. The first one is rush, an […]

Keep reading

Why You Should Place Limits on Fast Travel

Skyrim’s world is an enormous sandbox full of caves, forts and villages. The player can spend dozens of hours exploring without even finding half of the game’s locations. Once you’ve discovered a location you can fast travel back there instantly and for free. This saves the player a lot of time, which is always nice. […]

Keep reading

Tips for Making Procedurally Generated Worlds

More and more games contain randomized elements these days. By shaking up some parts of your game – be it the map, the loot or the encounters – you can keep things fresh for much longer and keep players coming back. Everybody likes surprise and novelty. But randomness is a wily beast. When people think […]

Keep reading

Your Inventory System might be Unbalancing your Game

Many games have consumable items and big inventories. This is especially common in RPGs, where you often accumulate hundreds of knick knacks over your 50 hours of playtime. But this kind of item system has a big impact on your game’s balance. Risk-averse players will be reluctant to use their items because they don’t know […]

Keep reading
1 2 3